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Side by Side Diff: third_party/WebKit/Source/platform/bindings/ScriptState.h

Issue 2857853007: Rename |m_scriptState| to |script_state_| in IDL bindings. (Closed)
Patch Set: Created 3 years, 7 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef ScriptState_h 5 #ifndef ScriptState_h
6 #define ScriptState_h 6 #define ScriptState_h
7 7
8 #include <memory> 8 #include <memory>
9 9
10 #include "platform/PlatformExport.h" 10 #include "platform/PlatformExport.h"
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27 // 27 //
28 // When you need ScriptState, you can add [CallWith=ScriptState] to IDL files 28 // When you need ScriptState, you can add [CallWith=ScriptState] to IDL files
29 // and pass around ScriptState into a place where you need ScriptState. 29 // and pass around ScriptState into a place where you need ScriptState.
30 // 30 //
31 // In some cases, you need ScriptState in code that doesn't have any JavaScript 31 // In some cases, you need ScriptState in code that doesn't have any JavaScript
32 // on the stack. Then you can store ScriptState on a C++ object using 32 // on the stack. Then you can store ScriptState on a C++ object using
33 // RefPtr<ScriptState>. 33 // RefPtr<ScriptState>.
34 // 34 //
35 // class SomeObject { 35 // class SomeObject {
36 // void someMethod(ScriptState* scriptState) { 36 // void someMethod(ScriptState* scriptState) {
37 // m_scriptState = scriptState; // Record the ScriptState. 37 // script_state_ = scriptState; // Record the ScriptState.
38 // ...; 38 // ...;
39 // } 39 // }
40 // 40 //
41 // void asynchronousMethod() { 41 // void asynchronousMethod() {
42 // if (!m_scriptState->contextIsValid()) { 42 // if (!script_state_->contextIsValid()) {
43 // // It's possible that the context is already gone. 43 // // It's possible that the context is already gone.
44 // return; 44 // return;
45 // } 45 // }
46 // // Enter the ScriptState. 46 // // Enter the ScriptState.
47 // ScriptState::Scope scope(m_scriptState.get()); 47 // ScriptState::Scope scope(script_state_.get());
48 // // Do V8 related things. 48 // // Do V8 related things.
49 // ToV8(...); 49 // ToV8(...);
50 // } 50 // }
51 // RefPtr<ScriptState> m_scriptState; 51 // RefPtr<ScriptState> script_state_;
52 // }; 52 // };
53 // 53 //
54 // You should not store ScriptState on a C++ object that can be accessed 54 // You should not store ScriptState on a C++ object that can be accessed
55 // by multiple worlds. For example, you can store ScriptState on 55 // by multiple worlds. For example, you can store ScriptState on
56 // ScriptPromiseResolver, ScriptValue etc because they can be accessed from one 56 // ScriptPromiseResolver, ScriptValue etc because they can be accessed from one
57 // world. However, you cannot store ScriptState on a DOM object that has 57 // world. However, you cannot store ScriptState on a DOM object that has
58 // an IDL interface because the DOM object can be accessed from multiple 58 // an IDL interface because the DOM object can be accessed from multiple
59 // worlds. If ScriptState of one world "leak"s to another world, you will 59 // worlds. If ScriptState of one world "leak"s to another world, you will
60 // end up with leaking any JavaScript objects from one Chrome extension 60 // end up with leaking any JavaScript objects from one Chrome extension
61 // to another Chrome extension, which is a severe security bug. 61 // to another Chrome extension, which is a severe security bug.
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192 } 192 }
193 193
194 private: 194 private:
195 RefPtr<ScriptState> script_state_; 195 RefPtr<ScriptState> script_state_;
196 ScopedPersistent<v8::Context> context_; 196 ScopedPersistent<v8::Context> context_;
197 }; 197 };
198 198
199 } // namespace blink 199 } // namespace blink
200 200
201 #endif // ScriptState_h 201 #endif // ScriptState_h
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